/*************************************************************************/
/*  packed_scene.h                                                       */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#ifndef PACKED_SCENE_H
#define PACKED_SCENE_H

#include "resource.h"
#include "scene/main/node.h"


class SceneState : public Reference {

	OBJ_TYPE( SceneState, Reference );


	Vector<StringName> names;
	Vector<Variant> variants;
	Vector<NodePath> node_paths;
	Vector<NodePath> editable_instances;
	mutable HashMap<NodePath,int> node_path_cache;
	mutable Map<int,int> base_scene_node_remap;

	int base_scene_idx;

	enum {
		NO_PARENT_SAVED=0x7FFFFFFF,
	};

	struct NodeData {

		int parent;
		int owner;
		int type;
		int name;
		int instance;

		struct Property {

			int name;
			int value;
		};

		Vector<Property> properties;
		Vector<int> groups;

	};

	struct PackState {
		Ref<SceneState> state;
		int node;
		PackState() { node=-1; }
	};

	Vector<NodeData> nodes;

	struct ConnectionData {

		int from;
		int to;
		int signal;
		int method;
		int flags;
		Vector<int> binds;
	};

	Vector<ConnectionData> connections;


	Error _parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map,Map<Node*,int> &nodepath_map);
	Error _parse_connections(Node *p_owner,Node *p_node, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map,Map<Node*,int> &nodepath_map);

	String path;

	uint64_t last_modified_time;

	_FORCE_INLINE_ Ref<SceneState> _get_base_scene_state() const;

	static bool disable_placeholders;

	DVector<String> _get_node_groups(int p_idx) const;

protected:

	static void _bind_methods();

public:

	enum {
		FLAG_ID_IS_PATH=(1<<30),
		TYPE_INSTANCED=0x7FFFFFFF,
		FLAG_INSTANCE_IS_PLACEHOLDER=(1<<30),
		FLAG_MASK=(1<<24)-1,
	};

	static void set_disable_placeholders(bool p_disable);

	int find_node_by_path(const NodePath& p_node) const;
	Variant get_property_value(int p_node,const StringName& p_property,bool &found) const;
	bool is_node_in_group(int p_node,const StringName& p_group) const;
	bool is_connection(int p_node,const StringName& p_signal,int p_to_node,const StringName& p_to_method) const;


	void set_bundled_scene(const Dictionary& p_dictionary);
	Dictionary get_bundled_scene() const;

	Error pack(Node *p_scene);

	void set_path(const String &p_path);
	String get_path() const;

	void clear();

	bool can_instance() const;
	Node *instance(bool p_gen_edit_state=false) const;


	//unbuild API

	int get_node_count() const;
	StringName get_node_type(int p_idx) const;
	StringName get_node_name(int p_idx) const;
	NodePath get_node_path(int p_idx,bool p_for_parent=false) const;
	NodePath get_node_owner_path(int p_idx) const;
	Ref<PackedScene> get_node_instance(int p_idx) const;
	String get_node_instance_placeholder(int p_idx) const;
	bool is_node_instance_placeholder(int p_idx) const;
	Vector<StringName> get_node_groups(int p_idx) const;

	int get_node_property_count(int p_idx) const;
	StringName get_node_property_name(int p_idx,int p_prop) const;
	Variant get_node_property_value(int p_idx,int p_prop) const;

	int get_connection_count() const;
	NodePath get_connection_source(int p_idx) const;
	StringName get_connection_signal(int p_idx) const;
	NodePath get_connection_target(int p_idx) const;
	StringName get_connection_method(int p_idx) const;
	int get_connection_flags(int p_idx) const;
	Array get_connection_binds(int p_idx) const;

	Vector<NodePath> get_editable_instances() const;

	//build API

	int add_name(const StringName& p_name);
	int add_value(const Variant& p_value);
	int add_node_path(const NodePath& p_path);
	int add_node(int p_parent,int p_owner,int p_type,int p_name, int p_instance);
	void add_node_property(int p_node,int p_name,int p_value);
	void add_node_group(int p_node,int p_group);
	void set_base_scene(int p_idx);
	void add_connection(int p_from,int p_to, int p_signal, int p_method, int p_flags,const Vector<int>& p_binds);
	void add_editable_instance(const NodePath& p_path);

	virtual void set_last_modified_time(uint64_t p_time) { last_modified_time=p_time; }
	uint64_t get_last_modified_time() const { return last_modified_time; }


	SceneState();
};

class PackedScene : public Resource {

	OBJ_TYPE(PackedScene, Resource );
	RES_BASE_EXTENSION("scn");

	Ref<SceneState> state;

	void _set_bundled_scene(const Dictionary& p_scene);
	Dictionary _get_bundled_scene() const;

protected:

	static void _bind_methods();
public:


	Error pack(Node *p_scene);

	void clear();

	bool can_instance() const;
	Node *instance(bool p_gen_edit_state=false) const;

	void recreate_state();
	void replace_state(Ref<SceneState> p_by);

	virtual void set_path(const String& p_path,bool p_take_over=false);
#ifdef TOOLS_ENABLED
	virtual void set_last_modified_time(uint64_t p_time) { state->set_last_modified_time(p_time); }

#endif
	Ref<SceneState> get_state();

	PackedScene();

};

#endif // SCENE_PRELOADER_H
